cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
-cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
-cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
-cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
-cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
-cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
-cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
-
- Cvar_RegisterVariable(&r_track_sprites);
- Cvar_RegisterVariable(&r_track_sprites_flags);
- Cvar_RegisterVariable(&r_track_sprites_scalew);
- Cvar_RegisterVariable(&r_track_sprites_scaleh);
- Cvar_RegisterVariable(&r_overheadsprites_perspective);
- Cvar_RegisterVariable(&r_overheadsprites_pushback);
- Cvar_RegisterVariable(&r_overheadsprites_scalex);
- Cvar_RegisterVariable(&r_overheadsprites_scaley);
}
extern void R_Textures_Init(void);
//==================================================================================
+extern cvar_t r_overheadsprites_pushback;
+
static void R_View_UpdateEntityLighting (void)
{
int i;
// update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
r_refdef.view.clipplane = p->plane;
-
// reverse the cullface settings for this render
r_refdef.view.cullface_front = GL_FRONT;
r_refdef.view.cullface_back = GL_BACK;
cvar_t r_mipsprites = {CVAR_SAVE, "r_mipsprites", "1", "mipmaps sprites so they render faster in the distance and do not display noise artifacts"};
cvar_t r_labelsprites_scale = {CVAR_SAVE, "r_labelsprites_scale", "1", "global scale to apply to label sprites before conversion to HUD coordinates"};
cvar_t r_labelsprites_roundtopixels = {CVAR_SAVE, "r_labelsprites_roundtopixels", "1", "try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible"};
+cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
+cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
/*
===============
Cvar_RegisterVariable(&r_mipsprites);
Cvar_RegisterVariable(&r_labelsprites_scale);
Cvar_RegisterVariable(&r_labelsprites_roundtopixels);
+ Cvar_RegisterVariable(&r_overheadsprites_perspective);
+ Cvar_RegisterVariable(&r_overheadsprites_pushback);
+ Cvar_RegisterVariable(&r_overheadsprites_scalex);
+ Cvar_RegisterVariable(&r_overheadsprites_scaley);
+ Cvar_RegisterVariable(&r_track_sprites);
+ Cvar_RegisterVariable(&r_track_sprites_flags);
+ Cvar_RegisterVariable(&r_track_sprites_scalew);
+ Cvar_RegisterVariable(&r_track_sprites_scaleh);
}
static void Mod_SpriteSetupTexture(texture_t *texture, skinframe_t *skinframe, qboolean fullbright, qboolean additive)